Raid on Iran” Rules Scan Courtesy of the Boardgaming Life (
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Game Design by Steve Jackson Cover by David R. Deitrick Illustrations and Counter Graphics by Denis Loubet Research by Elton Fewell Jr., Joseph M. Hurst, Forrest Johnson, and Steve Jackson Playtesters: Forrest Johnson, Joseph M. Hurst, Nick Schuessler, Elisabeth Barrington, Aaron Allston, Jerry Self, Dave Bolduc, Jeff Jacobsen, Elton Fewell, Jr. “Raid on Iran” Rules Scan Courtesy of The Boardgaming Life (www.theboardgaminglife.com) Table of Contents Game Rules Page 1 Charts & Tables Page 13 Player Aid Sheet Page 15 About This Game Page 16 Historical Notes Page 17 Alternate Scenario (“What’s Sauce for the Goose...”) Page xx Raid on Iran Steve Jackson Games Raid on Iran Commandos are shown by a picture of an infantryman and a number. The number represents the amount of men in the unit. It is also the attack and defense strength of the unit. These © 1980 Steve Jackson Games counters are interchangeable; one 10 is the same as two 5's or ten 1's. Units may break up and recombine at any time. INTRODUCTION Hostage counters carry a picture of a bound prisoner. The small Raid on Iran is a military simulation, or "wargame". It is an number on each hostage counter is for identification. Each attempt to represent what might have happened if the U.S. raid on hostage counter may represent any number of hostages. A record April 25, 1980, intended to free the hostages, had actually gone in. should be kept of the number of hostages (and wounded soldiers) An alternate scenario (highly speculative) looks at the possibility represented by each counter. that a commando team might have tried to kidnap the Ayatollah himself in order to exchange him for the hostages. Helicopter counters are also numbered, 1 through 8. Each counter represents one RH 53-D "sea Stallion" helicopter, of the type used Before playing this game, we suggest that each player read the in the actual operation. rules once, quickly, all the way through. Then set up the map and units and start to play, referring to the rules as you go. The rules Special weapons counters represent one weapon each - four sections appear in roughly the order you will need them as you mortars and one .50-caliber machine gun - and are discussed in play the game. section 9. 1. COMPONENTS Breach counters represent a hole in the embassy outer wall. Iranian units are red with black markings. This game includes the following components: the embassy map, the rules sheet, the sheet of charts and tables, and 119 counters Militants are shown by a picture of an armed Iranian "student", to represent U.S. and Iranian units. If this is the first time you and a number. The number represents the amount of men in the have played, cut the sheets and counters apart. Otherwise, check unit. It is also the attack and defense strength of the unit. to make sure you have all the components. You will also need at Militant counters, like U.S. units, are interchangeable and may least two dice, a pencil and paper, and a straightedge. combine or break up freely. 1.1 The Map. The game map is based on actual maps and aerial Mob counters represent groups of 20 to 30 lightly armed fanatics. photographs of the embassy area. However, the scale has been distorted as part of the "area" system of movement (see section Khomeini. The counter representing the Ayatollah Khomeini 6). Buildings are shown much larger than life, since they contain himself is used in the "Sauce for the Goose" scenario. many areas and are the focus of combat. Road areas are long and contact many other areas... because roads aid movement. Woods 1.3 Rules sheet and charts. The rules sheet (which you are areas are small and close-set... because forest impedes reading) is separate from the charts and tables, for ease in movement. reference. There are four kinds of terrain shown on the map: buildings, 2. SETUP woods, roads, and lawns. Buildings are shown in shades of blue. They are also set off by 2.1 Iranian Setup. The Iranian player sets up first. The map is heavier lines than the other areas. Buildings provide partial laid out (it may be a good idea to tape the corners down). The protection for units inside them. Iranian player then takes 4 hostage counters and 120 militants. He also takes the U.S. helicopter counters and Khomeini. These Woods are shown in green, with tree symbols. They also provide will be used for "dummy" counters. some protection. However, woods may have been mined by the Hostage Placement. The militants are holding 50 hostages in the Iranians. (These "woods" are actually shaded part areas, now embassy. At least 15 must be placed in the Residence basement; somewhat overgrown with brush) at least 20 must be placed in the Chancellery basement. The other hostages may be placed anywhere inside these two buildings Roads (and streets and parking lots, which are treated the same (not on the roof). Thus, there may be as few as two groups of way) are shown in yellow-brown. They are convenient for hostages at the start of the game, or as many as four. The movement, but very exposed. Roads are inside the Embassy; Iranian player records the number of hostages represented by streets are outside. each counter. Lawns (and the football field and tennis court) are shown in light Guard Placement. Militant units are placed as hostage guards. green. They are very exposed, but make good helicopter landing There may be up to five men guarding each hostage counter. If a zones. hostage counter is placed on the map, but represents no hostages, the Iranian player may put militants with it. However, they do 1.2 Unit counters. The men and weapons of each side are NOT count as "guards" - they're asleep. represented by cardboard counters. These counters will also be called "units". Sentry Placement. 25 militants are placed as sentries. 10 go in Road 12 (the main gate); 5 go in Road 1 (the rear gate). The American units are white with red and blue markings. other 10 may be placed, together or separately, in any road area(s). They may not be set up except in road areas. Where “Raid on Iran” Rules Scan Courtesy of The Boardgaming Life (www.theboardgaminglife.com) 2 of 18 Raid on Iran Steve Jackson Games these rules refer to "sentries" later on, they mean Iranian units set negotiate. The Iranian player adds 2 to his die roll whenever an up in the roads and not yet alerted. attempt is made to execute hostages. Other Militants. The remainder of the 120 beginning militants are (4) Booby traps. The militants have threatened at times to mine turned upside down and mixed up. The nine dummy counters are the embassy grounds. If this option is chosen, they do so. The placed with them, also upside-down. One counter, still inverted, is Iranian player writes down the numbers of any three woods areas. now placed in each ground-floor building area that does not These areas are mined. Any unit or group of units that enters one already contain Iranian units. Any leftover counters are distributed of these areas, throughout the game, suffers an immediate ranged evenly among Buildings 1 through 5, as the Iranian player wishes. attack on the 11-15 column (no die-roll modifications). (Neither player knows where all the militants are.) (5) Changed hostage location. One hostage counter, representing Once all Iranian counters are on the board, they are ALL turned up to 10 hostages, may be set up inside any building area. There upside down. Neither player may look at any of these counters must still be at least 15 hostages in the Residence basement and again until it has been "alerted" and turned right side up. 20 in the Chancellery basement. 2.2 U.S. Setup. The American player then takes enough 3. TURN PHASING counters for 90 troops (in any combination of units he likes) and two mortars. He also gets ten "satchel charges" for breaching RAID ON IRAN is played in turns: first an American turn, then an walls, but no counters for these are necessary. The U.S. player Iranian turn (however, the Iranian player may miss his first few puts his units in the street areas, outside the Embassy compound; turns if the U.S. player avoids alerting his sentries - see below). he may start as many as he likes in any street area. Each turn has several phases. The phases of a turn must be carried out in their proper order. 2.3 Special Advantages. Each player begins the game with one of the following special advantages. Each player writes down his American Turn: choice before the game, and reveals it to the other player only when the time comes to use it. (1) Make any breaches in outer wall. (2) Attempt negotiation (if any). American Options: (3) Make all ranged attacks. (4) Land helicopters. Move units (except those that made ranged (1) Extra explosive charges. Instead of only 10 satchel charges, attacks). the U.S. player may take 50. (5) Resolve all close attacks created by movement. (2) Farsi speakers. The American troops may be accompanied by Iranian Turn: a number of friendly Iranians and agents who speak fluent Farsi (the Persian tongue). If this option is chosen, the American may (1) Bring in reinforcements (if any). add two to his die roll whenever he attempts negotiation or (2) Make all ranged attacks. deception. (3) Move units (except those that made ranged attacks).